1 /**************************************************************************
3 * Copyright 2006 Tungsten Graphics, Inc., Cedar Park, Texas.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portionsalloc
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 **************************************************************************/
28 #include "main/glheader.h"
29 #include "main/enums.h"
30 #include "main/image.h"
31 #include "main/mtypes.h"
32 #include "main/macros.h"
33 #include "main/bufferobj.h"
34 #include "main/teximage.h"
35 #include "main/texenv.h"
36 #include "main/texobj.h"
37 #include "main/texstate.h"
38 #include "main/texparam.h"
39 #include "main/varray.h"
40 #include "main/attrib.h"
41 #include "main/enable.h"
42 #include "main/buffers.h"
43 #include "main/fbobject.h"
44 #include "main/renderbuffer.h"
45 #include "main/depth.h"
46 #include "main/hash.h"
47 #include "main/blend.h"
48 #include "glapi/dispatch.h"
49 #include "swrast/swrast.h"
51 #include "intel_screen.h"
52 #include "intel_context.h"
53 #include "intel_batchbuffer.h"
54 #include "intel_blit.h"
55 #include "intel_buffers.h"
56 #include "intel_regions.h"
57 #include "intel_pixel.h"
58 #include "intel_buffer_objects.h"
59 #include "intel_fbo.h"
62 intel_texture_drawpixels(GLcontext
* ctx
,
64 GLsizei width
, GLsizei height
,
67 const struct gl_pixelstore_attrib
*unpack
,
70 struct intel_context
*intel
= intel_context(ctx
);
72 GLfloat vertices
[4][4];
73 GLfloat texcoords
[4][2];
75 GLint old_active_texture
;
76 GLenum internalFormat
;
78 /* We're going to mess with texturing with no regard to existing texture
79 * state, so if there is some set up we have to bail.
81 if (ctx
->Texture
._EnabledUnits
!= 0) {
82 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
83 fprintf(stderr
, "glDrawPixels() fallback: texturing enabled\n");
87 /* Can't do textured DrawPixels with a fragment program, unless we were
88 * to generate a new program that sampled our texture and put the results
89 * in the fragment color before the user's program started.
91 if (ctx
->FragmentProgram
.Enabled
) {
92 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
93 fprintf(stderr
, "glDrawPixels() fallback: fragment program enabled\n");
97 /* We don't have a way to generate fragments with stencil values which
98 * will set the resulting stencil value.
100 if (format
== GL_STENCIL_INDEX
|| format
== GL_DEPTH_STENCIL
)
103 /* Check that we can load in a texture this big. */
104 if (width
> (1 << (ctx
->Const
.MaxTextureLevels
- 1)) ||
105 height
> (1 << (ctx
->Const
.MaxTextureLevels
- 1))) {
106 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
107 fprintf(stderr
, "glDrawPixels() fallback: bitmap too large (%dx%d)\n",
112 /* To do DEPTH_COMPONENT, we would need to change our setup to not draw to
113 * the color buffer, and sample the texture values into the fragment depth
116 if (format
== GL_DEPTH_COMPONENT
) {
117 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
119 "glDrawPixels() fallback: format == GL_DEPTH_COMPONENT\n");
123 if (!ctx
->Extensions
.ARB_texture_non_power_of_two
&&
124 (!is_power_of_two(width
) || !is_power_of_two(height
))) {
125 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
127 "glDrawPixels() fallback: NPOT texture\n");
131 _mesa_PushAttrib(GL_ENABLE_BIT
| GL_TEXTURE_BIT
|
133 _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT
);
135 /* XXX: pixel store stuff */
136 _mesa_Disable(GL_POLYGON_STIPPLE
);
138 old_active_texture
= ctx
->Texture
.CurrentUnit
;
139 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB
);
140 _mesa_Enable(GL_TEXTURE_2D
);
141 _mesa_GenTextures(1, &texname
);
142 _mesa_BindTexture(GL_TEXTURE_2D
, texname
);
143 _mesa_TexParameterf(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
144 _mesa_TexParameterf(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
145 _mesa_TexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
146 if (type
== GL_ALPHA
)
147 internalFormat
= GL_ALPHA
;
149 internalFormat
= GL_RGBA
;
150 _mesa_TexImage2D(GL_TEXTURE_2D
, 0, internalFormat
, width
, height
, 0, format
,
153 intel_meta_set_passthrough_transform(intel
);
155 /* convert rasterpos Z from [0,1] to NDC coord in [-1,1] */
156 z
= -1.0 + 2.0 * ctx
->Current
.RasterPos
[2];
158 /* Create the vertex buffer based on the current raster pos. The x and y
159 * we're handed are ctx->Current.RasterPos[0,1] rounded to integers.
160 * We also apply the depth. However, the W component is already multiplied
161 * into ctx->Current.RasterPos[0,1,2] and we can ignore it at this point.
166 vertices
[0][3] = 1.0;
167 vertices
[1][0] = x
+ width
* ctx
->Pixel
.ZoomX
;
170 vertices
[1][3] = 1.0;
171 vertices
[2][0] = x
+ width
* ctx
->Pixel
.ZoomX
;
172 vertices
[2][1] = y
+ height
* ctx
->Pixel
.ZoomY
;
174 vertices
[2][3] = 1.0;
176 vertices
[3][1] = y
+ height
* ctx
->Pixel
.ZoomY
;
178 vertices
[3][3] = 1.0;
180 texcoords
[0][0] = 0.0;
181 texcoords
[0][1] = 0.0;
182 texcoords
[1][0] = 1.0;
183 texcoords
[1][1] = 0.0;
184 texcoords
[2][0] = 1.0;
185 texcoords
[2][1] = 1.0;
186 texcoords
[3][0] = 0.0;
187 texcoords
[3][1] = 1.0;
189 _mesa_VertexPointer(4, GL_FLOAT
, 4 * sizeof(GLfloat
), &vertices
);
190 _mesa_ClientActiveTextureARB(GL_TEXTURE0
);
191 _mesa_TexCoordPointer(2, GL_FLOAT
, 2 * sizeof(GLfloat
), &texcoords
);
192 _mesa_Enable(GL_VERTEX_ARRAY
);
193 _mesa_Enable(GL_TEXTURE_COORD_ARRAY
);
194 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
196 intel_meta_restore_transform(intel
);
198 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB
+ old_active_texture
);
199 _mesa_PopClientAttrib();
202 _mesa_DeleteTextures(1, &texname
);
208 intel_stencil_drawpixels(GLcontext
* ctx
,
210 GLsizei width
, GLsizei height
,
213 const struct gl_pixelstore_attrib
*unpack
,
214 const GLvoid
*pixels
)
216 struct intel_context
*intel
= intel_context(ctx
);
217 GLuint texname
, rb_name
, fb_name
, old_fb_name
;
218 GLfloat vertices
[4][2];
219 GLfloat texcoords
[4][2];
220 struct intel_renderbuffer
*irb
;
221 struct intel_renderbuffer
*depth_irb
;
222 struct gl_renderbuffer
*rb
;
223 struct gl_pixelstore_attrib old_unpack
;
224 GLstencil
*stencil_pixels
;
226 GLint old_active_texture
;
228 if (format
!= GL_STENCIL_INDEX
)
231 /* If there's nothing to write, we're done. */
232 if (ctx
->Stencil
.WriteMask
[0] == 0)
235 /* Can't do a per-bit writemask while treating stencil as rgba data. */
236 if ((ctx
->Stencil
.WriteMask
[0] & 0xff) != 0xff) {
237 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
238 fprintf(stderr
, "glDrawPixels(STENCIL_INDEX) fallback: "
239 "stencil mask enabled\n");
243 /* We don't support stencil testing/ops here */
244 if (ctx
->Stencil
._Enabled
)
247 /* We use FBOs for our wrapping of the depthbuffer into a color
250 if (!ctx
->Extensions
.EXT_framebuffer_object
)
253 /* We're going to mess with texturing with no regard to existing texture
254 * state, so if there is some set up we have to bail.
256 if (ctx
->Texture
._EnabledUnits
!= 0) {
257 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
258 fprintf(stderr
, "glDrawPixels(STENCIL_INDEX) fallback: "
259 "texturing enabled\n");
263 /* Can't do textured DrawPixels with a fragment program, unless we were
264 * to generate a new program that sampled our texture and put the results
265 * in the fragment color before the user's program started.
267 if (ctx
->FragmentProgram
.Enabled
) {
268 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
269 fprintf(stderr
, "glDrawPixels(STENCIL_INDEX) fallback: "
270 "fragment program enabled\n");
274 /* Check that we can load in a texture this big. */
275 if (width
> (1 << (ctx
->Const
.MaxTextureLevels
- 1)) ||
276 height
> (1 << (ctx
->Const
.MaxTextureLevels
- 1))) {
277 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
278 fprintf(stderr
, "glDrawPixels(STENCIL_INDEX) fallback: "
279 "bitmap too large (%dx%d)\n",
284 if (!ctx
->Extensions
.ARB_texture_non_power_of_two
&&
285 (!is_power_of_two(width
) || !is_power_of_two(height
))) {
286 if (INTEL_DEBUG
& DEBUG_FALLBACKS
)
288 "glDrawPixels(GL_STENCIL_INDEX) fallback: NPOT texture\n");
292 _mesa_PushAttrib(GL_ENABLE_BIT
| GL_TEXTURE_BIT
|
293 GL_CURRENT_BIT
| GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
);
294 _mesa_PushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT
);
295 old_fb_name
= ctx
->DrawBuffer
->Name
;
296 old_active_texture
= ctx
->Texture
.CurrentUnit
;
298 _mesa_Disable(GL_POLYGON_STIPPLE
);
299 _mesa_Disable(GL_DEPTH_TEST
);
300 _mesa_Disable(GL_STENCIL_TEST
);
302 /* Unpack the supplied stencil values into a ubyte buffer. */
303 assert(sizeof(GLstencil
) == sizeof(GLubyte
));
304 stencil_pixels
= _mesa_malloc(width
* height
* sizeof(GLstencil
));
305 for (row
= 0; row
< height
; row
++) {
306 GLvoid
*source
= _mesa_image_address2d(unpack
, pixels
,
308 GL_COLOR_INDEX
, type
,
310 _mesa_unpack_stencil_span(ctx
, width
, GL_UNSIGNED_BYTE
,
312 row
* width
* sizeof(GLstencil
),
313 type
, source
, unpack
, ctx
->_ImageTransferState
);
316 /* Take the current depth/stencil renderbuffer, and make a new one wrapping
317 * it which will be treated as GL_RGBA8 so we can render to it as a color
320 depth_irb
= intel_get_renderbuffer(ctx
->DrawBuffer
, BUFFER_DEPTH
);
321 irb
= intel_create_renderbuffer(GL_RGBA8
);
323 irb
->Base
.Width
= depth_irb
->Base
.Width
;
324 irb
->Base
.Height
= depth_irb
->Base
.Height
;
325 intel_renderbuffer_set_region(irb
, depth_irb
->region
);
327 /* Create a name for our renderbuffer, which lets us use other mesa
328 * rb functions for convenience.
330 _mesa_GenRenderbuffersEXT(1, &rb_name
);
331 irb
->Base
.RefCount
++;
332 _mesa_HashInsert(ctx
->Shared
->RenderBuffers
, rb_name
, &irb
->Base
);
334 /* Bind the new renderbuffer to the color attachment point. */
335 _mesa_GenFramebuffersEXT(1, &fb_name
);
336 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT
, fb_name
);
337 _mesa_FramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT
,
338 GL_COLOR_ATTACHMENT0_EXT
,
341 /* Choose to render to the color attachment. */
342 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0_EXT
);
344 _mesa_DepthMask(GL_FALSE
);
345 _mesa_ColorMask(GL_FALSE
, GL_FALSE
, GL_FALSE
, GL_TRUE
);
347 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB
);
348 _mesa_Enable(GL_TEXTURE_2D
);
349 _mesa_GenTextures(1, &texname
);
350 _mesa_BindTexture(GL_TEXTURE_2D
, texname
);
351 _mesa_TexParameterf(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
352 _mesa_TexParameterf(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
353 _mesa_TexEnvf(GL_TEXTURE_ENV
, GL_TEXTURE_ENV_MODE
, GL_REPLACE
);
354 old_unpack
= ctx
->Unpack
;
355 ctx
->Unpack
= ctx
->DefaultPacking
;
356 _mesa_TexImage2D(GL_TEXTURE_2D
, 0, GL_INTENSITY
, width
, height
, 0,
357 GL_RED
, GL_UNSIGNED_BYTE
, stencil_pixels
);
358 ctx
->Unpack
= old_unpack
;
359 _mesa_free(stencil_pixels
);
361 intel_meta_set_passthrough_transform(intel
);
365 vertices
[1][0] = x
+ width
* ctx
->Pixel
.ZoomX
;
367 vertices
[2][0] = x
+ width
* ctx
->Pixel
.ZoomX
;
368 vertices
[2][1] = y
+ height
* ctx
->Pixel
.ZoomY
;
370 vertices
[3][1] = y
+ height
* ctx
->Pixel
.ZoomY
;
372 texcoords
[0][0] = 0.0;
373 texcoords
[0][1] = 0.0;
374 texcoords
[1][0] = 1.0;
375 texcoords
[1][1] = 0.0;
376 texcoords
[2][0] = 1.0;
377 texcoords
[2][1] = 1.0;
378 texcoords
[3][0] = 0.0;
379 texcoords
[3][1] = 1.0;
381 _mesa_VertexPointer(2, GL_FLOAT
, 2 * sizeof(GLfloat
), &vertices
);
382 _mesa_ClientActiveTextureARB(GL_TEXTURE0
);
383 _mesa_TexCoordPointer(2, GL_FLOAT
, 2 * sizeof(GLfloat
), &texcoords
);
384 _mesa_Enable(GL_VERTEX_ARRAY
);
385 _mesa_Enable(GL_TEXTURE_COORD_ARRAY
);
386 _mesa_DrawArrays(GL_TRIANGLE_FAN
, 0, 4);
388 intel_meta_restore_transform(intel
);
390 _mesa_ActiveTextureARB(GL_TEXTURE0_ARB
+ old_active_texture
);
391 _mesa_BindFramebufferEXT(GL_FRAMEBUFFER_EXT
, old_fb_name
);
393 _mesa_PopClientAttrib();
396 _mesa_DeleteTextures(1, &texname
);
397 _mesa_DeleteFramebuffersEXT(1, &fb_name
);
398 _mesa_DeleteRenderbuffersEXT(1, &rb_name
);
404 intelDrawPixels(GLcontext
* ctx
,
406 GLsizei width
, GLsizei height
,
409 const struct gl_pixelstore_attrib
*unpack
,
410 const GLvoid
* pixels
)
412 if (intel_texture_drawpixels(ctx
, x
, y
, width
, height
, format
, type
,
416 if (intel_stencil_drawpixels(ctx
, x
, y
, width
, height
, format
, type
,
420 if (INTEL_DEBUG
& DEBUG_PIXEL
)
421 _mesa_printf("%s: fallback to swrast\n", __FUNCTION__
);
423 _swrast_DrawPixels(ctx
, x
, y
, width
, height
, format
, type
,